[comp.sys.amiga.games] Harpoon...ASW

felixh@headcrash.Berkeley.EDU (Felix Hack) (11/29/90)

  The Harpoon computer game's sonar model may be compared to the boardgame
and to reality.  Clearly we want it to be realistic, but the programmers
are probably only interested in emulating the boardgame and hoping that
system takes care of reality.
  While the computer game has the detection probabilities from the board-
game built in, it's not possible to check whether all the sonar modifiers
are done the same way (i.e. correctly).  There's not even a uniform set
of mods; take a look at the Harpoon ASW Forms Module for revisions to
the sonar modifiers (higher speed to cavitate, for one thing).
  Regarding changing depth to break track, changing depth shouldn't work
against CZ detections.  The scale of CZ is concentric circles of width of
order 5 miles at ranges of order 30 miles and multiples thereof.  The
diagrams are grossly off true scale since they show depths of 1000 feet
as large as something like 5 miles horizontally.
  The RSR model seems reasonable.  I have no access to data on real sonar
performance vs hostile subs, but then who does?  If you're trying to track
enemy subs and you fail to detect them, you don't know it.  Anyway, from
all I've read and from playing lots of RSR I can't complain.
  In the computer game the LA creeps at 5 knots, the improved LA at 10.
While the former speed earns a quieting and sonar improvement bonus, the
improved LA's speed does not earn a creep bonus in the boardgame.  The
improved LA is merely quieter and gets a -10% detection mod.  The same
seems to hold for the Trafalgar; it too creeps at 10 knots on the 
computer and gets -10% for its shrouded propulsor.
  An LA at 0 knots still makes noise, since it has to operate machinery
to keep the reactor cooled.  This isn't much though.  I've read that
the boat is not any noisier cruising at a few knots than at full stop.
I guess flow noise is low at first, and of course there's no cavitation
at slow speeds.
  I've heard rumors that the boardgame's ASW will be revised.  I sure
hope the computer game follows suit.
 
 Felix

xrtnt@amarna.gsfc.nasa.gov (Nigel Tzeng) (11/30/90)

In article <1990Nov29.085633.20243@agate.berkeley.edu>, felixh@headcrash.Berkeley.EDU (Felix Hack) writes...
^ 
^  The Harpoon computer game's sonar model may be compared to the boardgame
^and to reality.  Clearly we want it to be realistic, but the programmers
^are probably only interested in emulating the boardgame and hoping that
^system takes care of reality.

Understandable.  One assumes that Larry Bond knows what he is doing and for the
most part I would tend to say he does ;-).  Much more than I anyway. ;-)

^  While the computer game has the detection probabilities from the board-
^game built in, it's not possible to check whether all the sonar modifiers
^are done the same way (i.e. correctly).  There's not even a uniform set
^of mods; take a look at the Harpoon ASW Forms Module for revisions to
^the sonar modifiers (higher speed to cavitate, for one thing).
^  Regarding changing depth to break track, changing depth shouldn't work
^against CZ detections.  The scale of CZ is concentric circles of width of
^order 5 miles at ranges of order 30 miles and multiples thereof.  The
^diagrams are grossly off true scale since they show depths of 1000 feet
^as large as something like 5 miles horizontally.

I thought it might be so.  The objective isn't to break the contact but to
wreck the target solution.  The standoff torps have limited detection and range
once in the water so it might land far enough away not to find me.  Twas not to
be.  I also noticed that the MK48 never seems to go into active mode (in regard
to speed).  At 40 knots it isn't going to catch anything in a stern chase.  It
does manage though but the display (when I select it as the active group) seems
to read that it is cruising all the way to impact.  I noticed once that on the
recieving end I had some ship moving at flank speed away from a torp (say a
couple miles away) which was hit maybe 30 sec later.  I had figured the torp
beaten since the difference in speed was very low and the range reasonable
large.  At best it shouldn't have hit until quite a few minutes later.

^  The RSR model seems reasonable.  I have no access to data on real sonar
^performance vs hostile subs, but then who does?  If you're trying to track
^enemy subs and you fail to detect them, you don't know it.  Anyway, from
^all I've read and from playing lots of RSR I can't complain.
^  In the computer game the LA creeps at 5 knots, the improved LA at 10.
^While the former speed earns a quieting and sonar improvement bonus, the
^improved LA's speed does not earn a creep bonus in the boardgame.  The
^improved LA is merely quieter and gets a -10% detection mod.  The same
^seems to hold for the Trafalgar; it too creeps at 10 knots on the 
^computer and gets -10% for its shrouded propulsor.

Does the game (I didn't look at the data files in that detail) actually
know about the mods between ships within the classes?  I recall noticing that
the ROF for the Tico was low enough not to look like the VLS launches.  If I
recall correctly (and that's an iffy proposition at best ;-) the Trafalgar has
the 7 blade prop and not the propulsor.   Would you infer that it wouldn't get
the 10% bonus?

^  An LA at 0 knots still makes noise, since it has to operate machinery
^to keep the reactor cooled.  This isn't much though.  I've read that
^the boat is not any noisier cruising at a few knots than at full stop.
^I guess flow noise is low at first, and of course there's no cavitation
^at slow speeds.

Hmmm..I understand that it will make noise.  The question is whether this
value is much above ambient.  If it isn't you'll need some real awesome signal
processing gear to filter out noise from signal at that level.  There was a
decent article in the Proceedings a few years back about the diminshing returns
on passive sonar technology as noise levels go below ambient.  Detection ranges
in that case is not dependent on how sensitive your instrument but how good your
computer is at filtering out background.  Either way the range goes way down
and they were concerned that in that event the solitary US sub will face
multiple quiet Soviet subs at close range.  It may tag the first guy only to be
sunk by the companions.  We certainly can't trade one for one.

I've gone to 19 knots as in general they detect me at 5 knots anyway.  It
minimizes the time to when I can shoot back and I can still hear him.  This is
kind of silly but in the game it works a bit better than creeping...at least
against subs with standoff weapons.  About the only time I win those encounters
is to pick him up and send a Nimrod after him but I consider that cheating on
my part ;-).

^  I've heard rumors that the boardgame's ASW will be revised.  I sure
^hope the computer game follows suit.

This'll be good...I know quite a few avid board gamers but we've never been
able to get into Harpoon.  The computer version is fairly popular among the
crowd though.  

^ 
^ Felix

NT

--------------------------------------------------------------------------------
   // | Nigel Tzeng - STX Inc - NASA/GSFC COBE Project
 \X/  | xrtnt@amarna.gsfc.nasa.gov
      | 
Amiga | Standard Disclaimer Applies:  The opinions expressed are my own. 

felixh@lightning.Berkeley.EDU (Felix Hack) (11/30/90)

  The question of whether standoff torpedoes with non-nuclear warheads are
really useful is not, to my mind, settled.  It just seems very difficult
to track an enemy sub so precisely at 30 miles as to drop a homing torp
with a detection range of only 500 yards (for Mk46, maybe double for Mk50)
directly on top.  Note that the US SeaLance carrying Mk 50 was cancelled;
I don't believe SSN16's torpedo is so great either.
  I think real torpedoes almost always accelerate to full speed by final
approach to their targets.  The extra noise doesn't matter because 
ASW torps are all active homers anyway.  The Harpoon boardgame doesn't
treat this accurately to save on record-keeping and keep things simple
(but in Naval warfare I don't like simple).  The computer game follows
suit and seems to use the same system:
  Dual speed torps have two ranges and two speeds.  If you fire
outside the smaller range the torp runs at the slower speed all the way.
If you fire inside the smaller range it goes high speed all the way.  The
on-line torpedo data doesn't show this, but the database reflects this
and I've seen it while playing.
  This sets up some absurd situations.  There are some really slow torps
in the game, which if fired at long range can be easily outrun.  For exampl,e
if the fearsome Type 65 is fired outside 27 miles it goes at 30 knots.  Just
turn around and run away.  Even at 20 knots it only catches up 10 miles
per hour.  Another bad one is if you fire just inside the 'fast' range,
you don't get the choice to shoot slow (like you can in the boardgame) so
you'll be sure of catching a relatively slow target.  Sure, the torp
is fast, but with only a little running the target is out of range.
  The game does not distinguish between ships of the same class; all
Trafalgar class subs get a 10% quieting bonus, even though the lead
ship (Trafalgar) doesn't have the shrouded propulsor.
  Missile launch rates from Aegis cruisers seem low in the game, but they're
a bit off in the boardgame too.
  Has anyone seen the SAM-turnaround maneuver?  This is a pretty bad
programming choice in which SAMs that are roughly as fast as their
targets fired not directly head-on will fly a pure pursuit path, often
reversing course 180 deg to fly generally TOWARDS the ship that 
launched the SAM!  If the SAM isn't faster it fails to catch its target
altogether and thus automatically misses.  So much for massed SM2 volleys
knocking down AS-6 going for the carrier . . . .
  I've read that guided missiles use some more
intelligent schemes to fly lead-intercept courses.  That's how it's
done in SimCan's Grey Seas Grey Skies, and you don't get flaky SAM flight.

 Felix